why my tris count doubles?

Its related to render. It can duplicate polys/vertices for dynamic shadowing.

You should think that tris count for any mesh is equal to original tris count which you can see in static mesh editor.

Numbers you see in RHI stats mean all tris/vertices in render buffers, which can vary depending on lightning, maybe shading model, maybe opacity and so on.

If you want to minimize performance hit, you should disable some features, like post processing, dynamic shadows, translucent materials. Minimize shaders complexity, number of animated skeletal meshes, cpu/cpu particles and so on…

Hello everyone \o/

Why my tris count for mesh is doubled then it placed on empty scene with 1 directional light (i try to bake static/stationary or moveble or even delete - nothing changes) ?
Only then i`m switch to unlit mode - tris count back to normal :frowning:

150334-tris1.png

150336-tris2.png

i use deffered now,
but it not always double my another meshes (sometimes just add 10-30% or x4 for some) :frowning:
and still doubles even then i`m turn off “cast shadows” or “cast dynamic shadow”
Can you tell me about algoritm behind it? I want to minimize tris count in scene.

If you want to minimize performance hit, you should disable some features, like post processing, dynamic shadows, translucent materials. Minimize shaders complexity, number of animated skeletal meshes, cpu/cpu particles and so on…

alrdy done :slight_smile: i`m just making VR project, so every ms count :slight_smile: Ty for answer, but i think i need to search more deailed technical info about how it works :frowning: